My personal thinking is that Orcus is way too prominent to be summoned by anything less than a 9th-level spell, and even that would be very, very iffy, at best.

I think Skimpy's spell is too simple to cast, but the effect of maybe getting his attention is more reasonable to me. I'd have it written into the spell, though, that getting the attention of Orcus may not be in the caster's best interest.

Lol, I'd go further and give a table of all the different types of undead he might turn you into.

"The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord."

Twilight ElixirThis concoction's original purpose was to counteract (or accelerate recovery from) "drying up" of innate magic for the drow who were out of Underdark too long. Mainly merchants, mercenaries and wizards with lucrative work on surface, as well as some members of Dark Dagger (still, many other Vhaerunites don't like any dependency on the outsiders or crave return of innate magic less than they are proud of ability to get by without it).For the drow whose magic is not depleted, it quickly recharges spell-like radiance/darkness abilities (including enhanced abilities, but not levitation, detection, etc). This also turned out to work well for most other creatures with light- or darkness- related innate magic (such as a tiefling with darkness or aasimar with light spell-like ability), though those with few and weak abilities tend to easily overdose from the first sip.Mild overdose may give extra uses of these abilities, but drinking more or losing control (mechanically, failing a Wis check penalized by amount of excess spell levels the quaff provides if recharging, or by time shaved off 24 period when recovering) usually causes faerie fire to spontaneously and uncontrollably manifest on the imbiber for a while; during this time drinking more elixir is useless and only extends the faerie fire duration, and using related abilities requires an effort to control, or they are likewise wasted.The exact source is little known (the persistent rumour says it's brewed on the plane of Radiance by the drow wizards who go there for a challenge as much as unique opportunities for experimentation); it's evidently produced in large quantities and stockpiled, so it's sold fairly cheap in Sshamath and (less cheap) by some drow merchants regularly working on surface.

People never wonder How the world goes round -HelloweenAnd even I make no pretense Of having more than common sense -R.W.WoodIt's not good, Eric. It's a gazebo. -Ed Whitchurch

Speaking of the drow.Figurine of wondrous power — Riding LizardThe trusty subterranean steed with a saddle. Variants include "hardy" (5HD+5, not encumbered by a single Medium sized rider) and smooth-moving (the rider can cast spells without difficulty while it walks at full speed, though not when it leaps).

People never wonder How the world goes round -HelloweenAnd even I make no pretense Of having more than common sense -R.W.WoodIt's not good, Eric. It's a gazebo. -Ed Whitchurch

Corruption is a spell with a focus, this may be a applied to an item or an area of effect, or even an aura.

Corruption causes such items to change into their opposite form. This isn't a negative only corruption as a dead flower bed can be turned into a live flower bed, a dying into a recovering or a healthy into an unhealthy. Likewise an Evil Wizards aura can be changed to that of Good or vice versa. True neutral can suddenly be switched to Chaotic Good or any other alignment. An Item such as a beverage can be made hot if cold or a worked metal unworked, sword would lose its temper or gain temper. A map can be scrabbled or a riddle solved. It won't create missing things so a puzzle with half the pieces won't be finished with all of them, rather just the half you have.

Each level past the base level allows a second item/aura/area to be affect

This small, ornate carpet doesn't make an especially good Flying Carpet. It carries only one person, moves no faster than an ordinary horse and you have to make wide turns to keep from falling off, but flying is not really its main purpose.

If a Wizard looks at the carpet after casting Read Magic, the true nature of the carpet is revealed in the twisty designs embroidered into it. Every stitch becomes a word. The carpet is Salazar's spellbook. It has become so slow and clumsy because he has weighed it down and stiffened it with so many extra stitches.

Salazar can also control his carpet from a distance. It comes when called and obeys his commands, even when another is riding it. Stealing this carpet would probably not be as much fun for the players as it would be for the DM.

Bag of Sand

This item looks like an ordinary, though well embroidered bag, containing about half a pound of fine-grain sand. However, no matter how many handfulls are taken from the bag, it always contains the same amount of sand. This sand is suitable for use as a spell component, clean enough for medical use and the right kind for glassmaking, but is too fine for use in cement. If the sand is ever poured from the bag or contaminated by putting other things in the bag, the enchantment will be lost.

Tent of Windwarding

This tent is completely immune to the ravages of the wind, including anything that may be picked up and hurled by the wind. All those inside the tent can enjoy this protection, so long as they keep the flaps closed. In other respects, it provides the same protection as an ordinary tent. Most such tents are large enough for six people.

Ring of Camel Summoning

When activated, this ring causes a camel to run up to the wearer, kneel and wait to be mounted. The camel does not seem to just appear magically, but comes running up from somewhere out of sight. It comes from around the corner, over the dune, out of a gulley, from behind the boulders, etc. It is always the same camel and it is always wearing the same saddle and tack. If slain, the camel and its equipment will vanish immediately, only to return, alive and uninjured, when the ring is again activated. The ring can be used up to three times per day.

This item looks like an ordinary, though well embroidered bag, containing about half a pound of fine-grain sand. However, no matter how many handfulls are taken from the bag, it always contains the same amount of sand. This sand is suitable for use as a spell component, clean enough for medical use and the right kind for glassmaking, but is too fine for use in cement. If the sand is ever poured from the bag or contaminated by putting other things in the bag, the enchantment will be lost.

I like this, except for the last line -- that's an awfully easy way to disenchant something.

And this would not be the only magic item that could be so easily ruined. There's another one that loses it's magic if you ever take the last coin out of the bag.

I seem to recall that... But I don't like that one, either. I'd have an item fall inert for 24 hours long before I went the route of "oh, you did this totally logical thing? Well, too bad you didn't know that would break everything. STBY."